Editing Coup-De-Grace: Rules of Conflict
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First, determine whether the miniature is unarmoured, lightly armoured or heavily armoured. This is known as its "class". Each class has a different ''defence value'' and ''movement allowance''. | First, determine whether the miniature is unarmoured, lightly armoured or heavily armoured. This is known as its "class". Each class has a different ''defence value'' and ''movement allowance''. | ||
− | * ''Unarmoured'' minis have a ''defence value'' of 3 and a ''movement allowance'' of | + | * ''Unarmoured'' minis have a ''defence value'' of 3 and a ''movement allowance'' of 6. |
− | * ''Lightly armoured'' minis have a ''defence value'' of 4 and a ''movement allowance'' of | + | * ''Lightly armoured'' minis have a ''defence value'' of 4 and a ''movement allowance'' of 5. |
* ''Heavily armoured'' minis have a ''defence value'' of 5 and a ''movement allowance'' of 4. | * ''Heavily armoured'' minis have a ''defence value'' of 5 and a ''movement allowance'' of 4. | ||
* Standard minis have three ''hit points'', unless specified otherwise. | * Standard minis have three ''hit points'', unless specified otherwise. | ||
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<br>His shield is held in one hand. The rules say that this gives him +1 Defence against frontal attacks. | <br>His shield is held in one hand. The rules say that this gives him +1 Defence against frontal attacks. | ||
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==Adjacency and Facing== | ==Adjacency and Facing== | ||
<br>The game is played on a square grid. | <br>The game is played on a square grid. | ||
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Some additional rules apply: | Some additional rules apply: | ||
− | * For each enemy adjacent to you, movement costs are doubled. For example, it will cost 2 movement points to move a square if that move starts next to one enemy, 4 movement points if that move starts next to 2 enemies and 8 movement points if that move starts next to three enemies. | + | * For each enemy adjacent to you, movement costs are doubled. For example, it will cost 2 movement points to move a square if that move starts next to one enemy, 4 movement points if that move starts next to 2 enemies and 8 movement points if that move starts next to three enemies. Note that because of this few characters have enough movement allowance to make a ranged attack while an enemy is adjacent to them, though an unarmoured character will have enough MA to step back a square from single adjacent opponent, and then shoot. |
* You may never move into or through a square occupied by another mini with normal movement. This includes both allies and opponents. | * You may never move into or through a square occupied by another mini with normal movement. This includes both allies and opponents. | ||
* You may never move through walls or other blocking obstacles. | * You may never move through walls or other blocking obstacles. | ||
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You can never choose to attack your own minis. | You can never choose to attack your own minis. | ||
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===Melee Attack Modifiers=== | ===Melee Attack Modifiers=== | ||
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* For each ally adjacent to and facing towards the same target, add a +1 to your attack roll. This is called a ''co-ordinated attack bonus''. | * For each ally adjacent to and facing towards the same target, add a +1 to your attack roll. This is called a ''co-ordinated attack bonus''. | ||
* If your opponent is facing directly away from you, gain +1 to your attack roll. This is called a ''backstab bonus''. | * If your opponent is facing directly away from you, gain +1 to your attack roll. This is called a ''backstab bonus''. | ||
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===Ranged Attack Modifiers=== | ===Ranged Attack Modifiers=== | ||
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* For each ally adjacent to your target, deduct 1 from your attack roll for ranged attacks. This is called a ''firing into melee penalty''. | * For each ally adjacent to your target, deduct 1 from your attack roll for ranged attacks. This is called a ''firing into melee penalty''. | ||
* Ranged attacks suffer a -1 penalty for every ''range increment'' distance to the target. For example, if a weapon has a range increment of 6, then there is no penalty at 1-5 squares distance, -1 penalty at 6-11 squares distance, -2 penalty at 12-17 squares distance, and so on. This is called the ''range penalty''. | * Ranged attacks suffer a -1 penalty for every ''range increment'' distance to the target. For example, if a weapon has a range increment of 6, then there is no penalty at 1-5 squares distance, -1 penalty at 6-11 squares distance, -2 penalty at 12-17 squares distance, and so on. This is called the ''range penalty''. | ||
* Ranged attacks against downed opponents double the ''range penalty''. For example, -2 becomes -4. | * Ranged attacks against downed opponents double the ''range penalty''. For example, -2 becomes -4. | ||
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